Possible to hide mesh/texture at a perpendicular viewing angle?
In Cycles.



The idea is to compare view vector (from the "camera data" input node) to the normal of the faces (from "texture coordinate" input node).

If you calculate the dot product it will be low when these two previous vectors are nearly orthogonal.

So, just compare the resulting value to some threshold.



1- Each input is converted to world

2- The threshold ("greater than" or "lower than" depending on the way you want to use it after)

3- Combined with your texture transparency



Note: viewing the image in your question, you may also have an alpha values issue (it's not certain but possible)

Comparison node replaced by a colorramp. To be tuned: type of the ramp (cardinal), values of the control points.